Hello, I'm a novice DM. I wish to run a King Arthur/Round Table campaign that involves story-hopping, and a slightly new combat system.
I prefer experienced players who know how DnD mechanics work, and I also prefer creative players because this campaign is entirely improv/theatre-of-the-mind.
Group size needs to be 5.
At the start of the game, everyone is trying to become a Round Table knight, and this will quickly lead to quests and adventure. ONE player can start as a knight of the round table and that's it, so the players will have to decide who that is.
Hi, I'm intrigued, here's some questions. I've tried to cover several points that others might like to know.
What timezone are you in?
What day(s) and time are you thinking of playing?
You mentioned D&D mechanics — will players make standard D&D characters using classes/races, or do you have something different in mind?
When you say "theatre of the mind", does that mean there will be no maps or visual aids at all, including for combat?
You mentioned a new combat system — could you give us a brief idea of how it differs from standard D&D combat?
Is it an original setting inspired by the legends? Or will Arthur, Merlin, Lancelot, etc. be turning up? (You can ignore this question if you'd prefer)
What do you mean by "story-hopping"? I'm curious what you have in mind there!
Finally, what sort of tone are you aiming for — serious fantasy, gritty medieval adventure, comedy?
Thank you for your detailed question, I didn't want to write something long at first but I'll answer anything you guys got.
1) Eastern Daylight Time, USA
2) Anytime Friday-sunday, preferably the evening
3) Everything about the standard DnD items and class system and everything is the same. It's just a couple small changes to how hit chance and damage are calculated. It's virtually the same game though
4) I can make battle maps for important fights but I've honestly spent so much time making DnD content that never gets used. Or even entire areas on a map that just never gets explored. So I want to try and do mostly improv and theatre of the mind, which would require everyone to be interactive and take notes and try to remember everything. This gives everyone something to focus on even if it's not their turn. I always make representative art for any homebrew items I make and stuff, and we can use visual representation to an extent if it's needed.
5) So the combat system itself is essentially the same, I just want to calculate AC, how miss/hits work, and how damage is calculated.
-So for instance, Dexterity no longer gives armor class bonus. However, the option to dodge an attack using a dexterity saving throw is now on the table. Armor class is purely for blocking and is a consistent number, whereas dodging is an option that considers the dexterity stat and is more randomized. I want dodging to really feel like dodging, and armor to really feel like armor. Players get to choose if they want to attempt to block or dodge when they get attacked. I personally think this will make combat more interactive for everyone.
-Dexterity and strength no longer give the same benefits as each other, at all. And we will be using the LARGE number finally for something. Hit chance is always based on dexterity, and damage is always based on strength. You always use the bigger number for the weapon type, and the modifier halfed number for whatever the weapon isn't. So for example, if you have 17 strength and 12 dexterity and you have a strength weapon, you get +7 damage but only +1 to hit (17-10 and [12-10}/2). And if that same character were to wield a dexterity weapon instead, they'd get +3 to damage and +2 to hit ({17-10}/2 and 12-10). Likewise, if you had 13 strength and 19 dex you'd get- Dex Weapon= +1 Damage, +9 Hit or Str Weapon = +3 Damage, +4 Hit. You use the big number from whatever stat matches the weapon type, and the halfed number for the stat that doesn't match the weapon type. And again, hit chance is purely controlled by dexterity now and damage is purely controlled by strength. The only way to increase your melee damage is to increase your strength, the only way to increase your hit chance is to increase your dexterity. This makes dexterity weapons super accurate but do less damage, and strength weapons less accurate but they do way more damage. This is also a neat way of getting rid of the annoying "wow, I always have an odd number in my stats and it's useless." You can actually make use of those odd numbers now in regards to the Str and Dex stats. Having 15 Str is actually better than having 14 Str now, if you're using a Str Weapon.
-Crits also do less damage now, 150% across the board instead of double, and I might drop it even more. But crit chance is easier to obtain. So you can possibly crit more often, with the crit damage itself being overall less. This way we don't have a super overtune on the typical Great Weapons Master 2-hander setup that people like to run. Crit builds really should tie into dexterity/accuracy setups but these new changes should actually allow for MORE build options across the board.
-Lastly, getting 20 in any stat gives extra bonuses. Such as Wisdom causing all healing to go up, or 20 dex giving an extra 5% crit chance.
6) Yep! I want to include as many Arthurian style characters into the mix as possible. The table is large in this era! Merlin will definitely be a figure in the campaign. It does not have to be accurate at all or canonical or whatever.
7) it's hard to describe this without spoiling the first big reveal of the campaign but instead of "going to another place" like going to another town or whatever, you'll be.... Let's just say you'll be experiencing other tales. It's not really an Arthurian campaign, it's a fairytale campaign. And your characters just FROM Arthur's story. You'll quickly come across Little Red Riding Hood, or even Achilles! If you're lucky you might happen upon Don Quixote, the Knight of the Rueful Countenance! Arthur's fame and renowned goes much farther than just Europe, my friend. After all, he has been mentioned across thousands of works of literature, games, works of art, and has consistently lived in media as a total phenomenon. Some could even say that our story here, is just another one of his mishaps and adventures.
8) By pure nature of how the campaign works and how other stories will be involved, a light hearted approach is key. I always have dramatic and serious moments in my campaigns but a lot of this will be classic gimmicks and improv
Wow BaldyBalboa asked most of the questions I wanted to ask lol. I do have one more, where will we be hosting this? I'd imagine Discord or another group chat platform.
Discord and DND beyond. There are websites I used to use for group image viewing that I could probably bring back. I'm currently working on my own Map Editor and I MIGHT be able input a server group function so we can all use it at the same time. I think DnD beyond is starting to implement some more systems like that. Me and my friends have even played games where I streamed my screen and they just told me what to do and I moved all of their game pieces but they could still watch the screen and see the map and what I was doing. So we could do whatever in that regards tbh. Another reason why I'm doing mostly improv this time, I genuinely only want to make maps for important situations or battles. I just wanna be really open and clear about doing improv. When I say that it's an improv campaign, I'm mostly talking about me. Besides the overall generic storyline and world, virtually everything I'll be doing session by session is going to be improv, with very little physical preparation. I know that comes with its own drawbacks and some people might not like that so I want to be open about that. I'm doing it this way on purpose this time
Hello, I'm a novice DM. I wish to run a King Arthur/Round Table campaign that involves story-hopping, and a slightly new combat system.
I prefer experienced players who know how DnD mechanics work, and I also prefer creative players because this campaign is entirely improv/theatre-of-the-mind.
Group size needs to be 5.
At the start of the game, everyone is trying to become a Round Table knight, and this will quickly lead to quests and adventure. ONE player can start as a knight of the round table and that's it, so the players will have to decide who that is.
It seems interesting, but I have a few questions. Please add me on Discord, or DM me on here, which ever works best for you. Discord: @dirk_strider
Ask away! I think it would be better to answer here so anyone else with similar questions can see it
Hi, I'm intrigued, here's some questions. I've tried to cover several points that others might like to know.
BaldyBalboa
Thank you for your detailed question, I didn't want to write something long at first but I'll answer anything you guys got.
1) Eastern Daylight Time, USA
2) Anytime Friday-sunday, preferably the evening
3) Everything about the standard DnD items and class system and everything is the same. It's just a couple small changes to how hit chance and damage are calculated. It's virtually the same game though
4) I can make battle maps for important fights but I've honestly spent so much time making DnD content that never gets used. Or even entire areas on a map that just never gets explored. So I want to try and do mostly improv and theatre of the mind, which would require everyone to be interactive and take notes and try to remember everything. This gives everyone something to focus on even if it's not their turn. I always make representative art for any homebrew items I make and stuff, and we can use visual representation to an extent if it's needed.
5) So the combat system itself is essentially the same, I just want to calculate AC, how miss/hits work, and how damage is calculated.
-So for instance, Dexterity no longer gives armor class bonus. However, the option to dodge an attack using a dexterity saving throw is now on the table. Armor class is purely for blocking and is a consistent number, whereas dodging is an option that considers the dexterity stat and is more randomized. I want dodging to really feel like dodging, and armor to really feel like armor. Players get to choose if they want to attempt to block or dodge when they get attacked. I personally think this will make combat more interactive for everyone.
-Dexterity and strength no longer give the same benefits as each other, at all. And we will be using the LARGE number finally for something. Hit chance is always based on dexterity, and damage is always based on strength. You always use the bigger number for the weapon type, and the modifier halfed number for whatever the weapon isn't. So for example, if you have 17 strength and 12 dexterity and you have a strength weapon, you get +7 damage but only +1 to hit (17-10 and [12-10}/2). And if that same character were to wield a dexterity weapon instead, they'd get +3 to damage and +2 to hit ({17-10}/2 and 12-10). Likewise, if you had 13 strength and 19 dex you'd get- Dex Weapon= +1 Damage, +9 Hit or Str Weapon = +3 Damage, +4 Hit. You use the big number from whatever stat matches the weapon type, and the halfed number for the stat that doesn't match the weapon type. And again, hit chance is purely controlled by dexterity now and damage is purely controlled by strength. The only way to increase your melee damage is to increase your strength, the only way to increase your hit chance is to increase your dexterity. This makes dexterity weapons super accurate but do less damage, and strength weapons less accurate but they do way more damage. This is also a neat way of getting rid of the annoying "wow, I always have an odd number in my stats and it's useless." You can actually make use of those odd numbers now in regards to the Str and Dex stats. Having 15 Str is actually better than having 14 Str now, if you're using a Str Weapon.
-Crits also do less damage now, 150% across the board instead of double, and I might drop it even more. But crit chance is easier to obtain. So you can possibly crit more often, with the crit damage itself being overall less. This way we don't have a super overtune on the typical Great Weapons Master 2-hander setup that people like to run. Crit builds really should tie into dexterity/accuracy setups but these new changes should actually allow for MORE build options across the board.
-Lastly, getting 20 in any stat gives extra bonuses. Such as Wisdom causing all healing to go up, or 20 dex giving an extra 5% crit chance.
6) Yep! I want to include as many Arthurian style characters into the mix as possible. The table is large in this era! Merlin will definitely be a figure in the campaign. It does not have to be accurate at all or canonical or whatever.
7) it's hard to describe this without spoiling the first big reveal of the campaign but instead of "going to another place" like going to another town or whatever, you'll be.... Let's just say you'll be experiencing other tales. It's not really an Arthurian campaign, it's a fairytale campaign. And your characters just FROM Arthur's story. You'll quickly come across Little Red Riding Hood, or even Achilles! If you're lucky you might happen upon Don Quixote, the Knight of the Rueful Countenance! Arthur's fame and renowned goes much farther than just Europe, my friend. After all, he has been mentioned across thousands of works of literature, games, works of art, and has consistently lived in media as a total phenomenon. Some could even say that our story here, is just another one of his mishaps and adventures.
8) By pure nature of how the campaign works and how other stories will be involved, a light hearted approach is key. I always have dramatic and serious moments in my campaigns but a lot of this will be classic gimmicks and improv
Wow BaldyBalboa asked most of the questions I wanted to ask lol. I do have one more, where will we be hosting this? I'd imagine Discord or another group chat platform.
Discord and DND beyond. There are websites I used to use for group image viewing that I could probably bring back. I'm currently working on my own Map Editor and I MIGHT be able input a server group function so we can all use it at the same time. I think DnD beyond is starting to implement some more systems like that. Me and my friends have even played games where I streamed my screen and they just told me what to do and I moved all of their game pieces but they could still watch the screen and see the map and what I was doing. So we could do whatever in that regards tbh. Another reason why I'm doing mostly improv this time, I genuinely only want to make maps for important situations or battles. I just wanna be really open and clear about doing improv. When I say that it's an improv campaign, I'm mostly talking about me. Besides the overall generic storyline and world, virtually everything I'll be doing session by session is going to be improv, with very little physical preparation. I know that comes with its own drawbacks and some people might not like that so I want to be open about that. I'm doing it this way on purpose this time
Also, here's the discord link
https://discord.gg/DP8pabu7U
Here's the discord link
https://discord.gg/DP8pabu7U